Blade Symphony

Blade Symphony

Blackmarket Armory
Make your own masks, swords, and other content and upload them to the game, viewable immediately by other players.
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Mask halp
I am making a mask, in fact it is almost finished. I looked for the mask guide, though I couldn't find it, mayble I don't know how to search for things.

From what I remember the polygon count is 3k, my mask is at around 3.2k-3.5k... Is the 3k face count something to strive for or a definite? I'm wracking my head trying to delete unecesary vertices and whatnot.

Also I remember the amount of pixels for the texture is low, 512 x512 I believe. We aren't allowed to use multiple textures right?

Is there anything else I should know before I finalize my mask?

Also, are there any tips?
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Showing 1-15 of 56 comments
Sader 97 8 Mar, 2014 @ 12:44am 
Poly limit is 3k, texture limit is 1024*1024, you can have multiple textures (I've done up to three) as long as you know how to do it.
Arunnejiro_YT 4 21 Mar, 2014 @ 2:21pm 
Originally posted by Sader:
Poly limit is 3k, texture limit is 1024*1024, you can have multiple textures (I've done up to three) as long as you know how to do it.

I know this reply is incredibly late, would you mnid linking me to the mask tutorial? And what do you mean if I know how to do it? I knkow how to make multiple textures for one object as I've done in SecondLife but is there anything tricky with Blade Symphony?
Arunnejiro_YT 4 8 Jul, 2014 @ 7:35am 
Okay its taken me some months though I'm trying again.... My mask has 3 different parts, and I'm supposed to use the skin modifyer, but how do I use the skin modifyer on each individual segment, or link the segments? I've allready made the uv maps, and am unsure what to do next...
jes 17 8 Jul, 2014 @ 9:01am 
Originally posted by z4nkenkou:
Okay its taken me some months though I'm trying again.... My mask has 3 different parts, and I'm supposed to use the skin modifyer, but how do I use the skin modifyer on each individual segment, or link the segments? I've allready made the uv maps, and am unsure what to do next...
You can skin either individually or linked, or all segments at once, I have done all those ways.
York 22 9 Jul, 2014 @ 1:05am 
If you aren't using animations or jiggle bones, you don't need to use a skin modifier.
Otherwise, in the skin modifier you can use the weight properties to adjust what bone is used for which surface (in 3DS Max at least).
Arunnejiro_YT 4 9 Jul, 2014 @ 8:04am 
Originally posted by ◈York:
If you aren't using animations or jiggle bones, you don't need to use a skin modifier.
Otherwise, in the skin modifier you can use the weight properties to adjust what bone is used for which surface (in 3DS Max at least).

It turns out that skin modifier in blender does something completely different...One of the reasons I was having so much trouble...Thats what the tutorial said so I did it at first, now I just parent the bone to the model...I hope that is the right thing to do.

I didn't know specular materials were manditory, so I'm trying to figure that out...
Lastly when referencing multiple textures and specular maps in the qc file, do I add commas?

I apparantly have to export the entire thing into one file, if anything is seperated it will export multiple smd files, which means I must assume that the 3 textures will apply to the one smd file respectively...
jes 17 9 Jul, 2014 @ 8:14am 
Originally posted by ◈York:
If you aren't using animations or jiggle bones, you don't need to use a skin modifier.
Otherwise, in the skin modifier you can use the weight properties to adjust what bone is used for which surface (in 3DS Max at least).
Masks need to be weighted to the bone.


Originally posted by z4nkenkou:
I didn't know specular materials were manditory, so I'm trying to figure that out...
They are not mandatory, you can have only a diffuse map and it will work but it's not recommended.
Originally posted by z4nkenkou:
Lastly when referencing multiple textures and specular maps in the qc file, do I add commas?
No. You only reference one texture in a path. A VMT can have $basetexture and $basetexture, though.
Originally posted by z4nkenkou:
I apparantly have to export the entire thing into one file, if anything is seperated it will export multiple smd files, which means I must assume that the 3 textures will apply to the one smd file respectively...
Of course you can also merge seperate smd files with notepad.
ed : .vmt's apply to materials, not the mesh.
Last edited by jes; 9 Jul, 2014 @ 8:21am
Halloween 4 25 Oct, 2014 @ 4:37pm 
I've been trying to make a mask work for the past few nights (Blender novice here, learning as I go), and I've just gotten to the testing section of the aforementioned mask tutorial (via blade-symphony.com/3rdparty). I don't think the mask assets ever compiled, as I've received the "'studiomdl.exe' is not recognized as an internal or external command, operable program or batch file" message when dragging my .qc file to \bin's studiomdl_workshop.bat.

When I test loading the file through the game client's Settings>Game>Workshop>Create Mask menus, the client is unable to detect my _ref.smd file when I try to load the mask's model, even though I have all of my files where they need to be, according to the tutorial. I believe my mask's icon loads correctly, however, but I am unable to preview this as I have never seen my model as selectable within the game's Workshop item creation menus.

Unfortunately, I don't think that, with as much information is provided in the 3rdparty mask tutorial, it doesn't specify nearly enough for someone in my position to successfully create and add a mask to the game. I would prefer a player-created tutorial for masks, such as NimrodX's "Using Blender to Create Blade Symphony Workshop Items." However, as his is catered specifically to swords, I would need one that clearly specifies step-by-step how this process is completed absolutely.
Last edited by Halloween; 25 Oct, 2014 @ 4:38pm
jes 17 25 Oct, 2014 @ 4:50pm 
Give me your .qc
Halloween 4 25 Oct, 2014 @ 11:20pm 
Originally posted by GBH Jesteℜ Emeritus:
Give me your .qc
$modelname "76561198012071316\Pumpkin\Pumpkin.mdl"
$cdmaterials "models\76561198012071316\Pumpkin"
$scale 1.0
$body "Body" "Pumpkin_ref.smd"
$sequence idle "Pumpkin_ref.smd" loop fps 1.00

I hate having to ask for help, but I don't feel like this is something I have the knowledge to complete. I appreciate any and all assistance with this.
Last edited by Halloween; 25 Oct, 2014 @ 11:38pm
jes 17 26 Oct, 2014 @ 12:09am 
We all have to start somewhere :P
Put absolute paths in your $body and $sequence
Halloween 4 26 Oct, 2014 @ 12:27am 
Originally posted by GBH Jesteℜ Emeritus:
We all have to start somewhere :P
Put absolute paths in your $body and $sequence
As in, starting from C drive, or something else?
jes 17 26 Oct, 2014 @ 12:37am 
Yes. Ex. $body "Body" "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models\76561198072307887\swords\rbs\rbs.smd"
Halloween 4 26 Oct, 2014 @ 12:39am 
Originally posted by GBH Jesteℜ Emeritus:
Yes. Ex. $body "Body" "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models\76561198072307887\swords\rbs\rbs.smd"
Gotcha. Doin that now - then should I run the client and see if the model is detected?

Edit: Here's how my .qc looks now for verification:
$modelname "76561198012071316\Pumpkin\Pumpkin.mdl"
$cdmaterials "models\76561198012071316\Pumpkin"
$scale 1.0
$body "Body" "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models\76561198012071316\Pumpkin_ref.smd"
$sequence idle "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models\76561198012071316\Pumpkin_ref.smd" loop fps 1.00
Last edited by Halloween; 26 Oct, 2014 @ 12:42am
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